Ilmryn
2010-06-14, 09:59 AM
I have a campaign going which will involve a siege adventure, and I need some help resolving logical snags. If you are a player in my campaign(you know who you are) please do not read this thread.
The story so far is that the characters have discovered an alliance of various evil factions that are planning to attack theit home city. I am planning to run the next adventure as the siege of that city, but I need some ideas and some help resolving logical snags.
The bad guys attacking the city consist of:
The Kobold Empire: The kobolds form the Empire are more disciplined than other kobolds. They favor the binder class, and the average soldier is a 1st level binder who has bound Amon, gaining a breath weapon. They employ many Ogre mercenaries.
The Darkmages: The Darkamges are a mysterious cult of Drow Shadowcasters. They are the main spellcasters in the Alliance.
The Soulmage Cult: This is the demon-worshipping cult at the ceter of the alliance.
The Runecarvers: This is a group of cultists who expereiment on poeple with weird magic. They can bring some weird abberrations or other things to the battle.
I need some ideas for their attack on the city. My players have 11th level characters; a warlock, a psycic warrior, and a warmage.
I also need help with logical snags inherent in trying to run a siege in a dnd world. Things such as "Why dosen't just a 18th level caster from the capital port in and blast the enemy army into oblivion?" I was planning to have a scarcity of mid to high level casters in the city itself, preventing excessive blasting by the group's warmage, since he would need to preserve his spells. However, as my players gleefully pointed out, there has to be a high level spellcaster inclined to help somewhere in the kingdom, and with teleport spells, he could just as well be in the city. I need some help to create a satisfying explanation(better than 'all casters are busy') for the absence of teleporting high level casters, as well as resolving other issues with dnd warfare.
The story so far is that the characters have discovered an alliance of various evil factions that are planning to attack theit home city. I am planning to run the next adventure as the siege of that city, but I need some ideas and some help resolving logical snags.
The bad guys attacking the city consist of:
The Kobold Empire: The kobolds form the Empire are more disciplined than other kobolds. They favor the binder class, and the average soldier is a 1st level binder who has bound Amon, gaining a breath weapon. They employ many Ogre mercenaries.
The Darkmages: The Darkamges are a mysterious cult of Drow Shadowcasters. They are the main spellcasters in the Alliance.
The Soulmage Cult: This is the demon-worshipping cult at the ceter of the alliance.
The Runecarvers: This is a group of cultists who expereiment on poeple with weird magic. They can bring some weird abberrations or other things to the battle.
I need some ideas for their attack on the city. My players have 11th level characters; a warlock, a psycic warrior, and a warmage.
I also need help with logical snags inherent in trying to run a siege in a dnd world. Things such as "Why dosen't just a 18th level caster from the capital port in and blast the enemy army into oblivion?" I was planning to have a scarcity of mid to high level casters in the city itself, preventing excessive blasting by the group's warmage, since he would need to preserve his spells. However, as my players gleefully pointed out, there has to be a high level spellcaster inclined to help somewhere in the kingdom, and with teleport spells, he could just as well be in the city. I need some help to create a satisfying explanation(better than 'all casters are busy') for the absence of teleporting high level casters, as well as resolving other issues with dnd warfare.